﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MoveState : FSMStateBase
{
    private EMoveSubState m_MoveSubState = EMoveSubState.NullTransition;

    protected override void OnEnter()
    {
        base.OnEnter();

        //TODO set condition and be ready
        m_MoveSubState = EMoveSubState.eWalkState;


    }

    private void Exec()
    {
        switch (m_MoveSubState)
        {
            case EMoveSubState.eWalkState:
                {
                    //TODO
                    break;
                }
            case EMoveSubState.eRunState:
                {
                    //TODO
                    break;
                }
        }

    }
    protected override void OnUpdate()
    {
        base.OnUpdate();


    }

    protected override void OnLeave()
    {
        base.OnLeave();

    }

    public override EFSMState GetState()
    {
        return EFSMState.eMoveState;
    }
}